Criteria for VRML-basedTools Supporting Intelligent Agents and Their Environments Elisabeth Cuddihy, Christopher Egert, Yu Qing Song, Deborah Waiters Departmentof ComputerScience State Universityof NewYorkat Buffalo Buffalo, NewYork 14260 [ecuddihyI egert I ys21walters]@cs.buffalo.edu From: AAAI Technical Report WS-98-10. Compilation copyright © 1998, AAAI (www.aaai.org). All rights reserved. VRML can provide a basis for creating virtually embodied intelligent agents who are able to have real-time interactions within a 3-D virtual environment. VRML provides an object level description of a virtual world that is scriptable. Yet, VRML is a low level tool, requiring specialized tools for supporting agents and agent environments to be designed and built on top of VRML, extendingits capabilities. Agents within VRMLobviously need bodies. Any body, at the most basic level, is a hierarchical collection of body parts and body joints. The parts maybe deformable; the joints should have range of motion limitations. The current efforts to define humanoidbody standards (for models of parts and joints) are being proposed by The Humanoid Animation Working Group of the VRMLConsortium (Roehl 1998) and the MPEG-4Standards Development Group (Koenen 1998). Although these standards are defining structure, the bodies lack models for basic sensory-motor control. The IMPROV system (Perlin and Goldberg1996) provides scripting for agent motor control, including action compositing and inverse kinematics models for generating realistic VRML animations. None the less, sensation needs to be taken into account in order to create bodies for VRML agents. Agents need to sense their environmentin order to display autonomous, intelligent behavior. The VRMLformat provides an object-level description of a 3-D environment, allowing agent sensors to bypass low-level image processing and some of the other low-level sensory processing that is necessary in agent architectures for physical robots. This environment can support agent embodimentwork that focuses on solutions to higher level problems in perception, cognition, communications, and interaction. Tools developed for supporting intelligent VRML agents and avatars need to address mechanismsfor defining sensory input, particularly the senses of sight and touch. The integration of sensation with motor control and body definitions can provide a powerful tool for implementing intelligent, autonomous agents in VRML environments. The environments supporting agent interactions need to 115 simulate object interactions. To enable this, a reduced model of mechanical physics is needed. With a model of physical interactions, objects can display believable and consistent behaviors. A tossed ball could fly in an arc and then land on the ground. Anagent whojumps up in the air will be subject to the pull of gravity, eventually pulling her back down. Likewise, once a mechanismfor supporting a physics rule set is created, alternate physics can be implemented,allowing for the creation of virtual worlds subject to laws that are very different fromreality. Physical laws that effect all objects could be implemented as part of a physics server, a server that is responsible for handling the low-level mechanics of object interactions. This server would be responsible for providing laws that all objects must obey and would augmentall requests for movingobjects and for setting object attributes. In this way, the physics server would impose a consistent set of rules for all objects within a given world. Agent interactions within a virtual environment are more interesting when multiple agents exist within the environment. Although VRMLcan currently support multiple autonomous agents within a single VRML environment, support for multiple users within the same environmentis still rudimentary. Multiple user support is important for intelligent agent research. Whena user within a VRML space uses an avatar within a virtual space, that user is relying on an agent to represent her self. Realistic avatar interactions require the avatars to have a sense of body and space, and be controllable by the user. Wecan think of avatars as intelligent puppets controlled by a puppeteer - the user, or as improvisational actors taking direction from the user. If avatars are going to provide satisfying representations of ourselves when we meet in virtual space, they need to be able to take direction from users and act out the direction accordingly. This requires the ability to connect VRML agent bodies, particularly their sensory-motorcontrol, to higher level control systems providing intelligent behaviors and simulated cognition. Multiple user support will require several layers of encapsulation. Not only will each user have their separate view of the shared environment, but will also need to be aware of events occurring in the world. This information will need to be distributed in a timely and efficient manner. This means that forms of data filtering will have to be consideredcarefully. References Koenen, R. 1998. ISO/IEC JTC1/SC29/WG11Overview of MPEG-4Version 1, http://drogo.cselt.stet.it/mpeg/standards/mpeg-4.htm Perlin, K.; Goldberg, A. 1996. Improv: A system for scripting interactive actors in virtual worlds. ACM ComputerGraphics, Annual Conf. Series, pp 205-216. Roehl, B. 1998. Specification for a Standard VRML Humanoid. http://ece.uwaterloo.ca:80/~h-anim/newspec.html. Webber, B. 1995. Instructing Animated Agents: Viewing Language in Behavioral Terms. Proceedings for the International Conference on Cooperative Multi-modal 116